2 layout(binding = 1) uniform sampler2D s2D;
3 layout(binding = 2) uniform lowp sampler3D s3D;
4 layout(binding = 3) uniform samplerCube sCube;
5 layout(binding = 4) uniform lowp samplerCubeShadow sCubeShadow;
6 layout(binding = 5) uniform lowp sampler2DShadow s2DShadow;
7 layout(binding = 6) uniform lowp sampler2DArray s2DArray;
8 layout(binding = 7) uniform lowp sampler2DArrayShadow s2DArrayShadow;
9 layout(binding = 8) uniform lowp isampler2D is2D;
10 layout(binding = 9) uniform lowp isampler3D is3D;
11 layout(binding = 10) uniform lowp isamplerCube isCube;
12 layout(binding = 11) uniform lowp isampler2DArray is2DArray;
13 layout(binding = 12) uniform lowp usampler2D us2D;
14 layout(binding = 13) uniform lowp usampler3D us3D;
15 layout(binding = 14) uniform lowp usamplerCube usCube;
16 layout(binding = 15) uniform lowp usampler2DArray us2DArray;
19 layout(location = 4) in float c1D;
20 layout(location = 5) in vec2 c2D;
21 layout(location = 6) in vec3 c3D;
22 layout(location = 7) in smooth vec4 c4D;
24 layout(location = 1) flat in int ic1D;
25 layout(location = 2) flat in ivec3 ic3D;
26 layout(location = 3) flat in ivec4 ic4D;
28 const ivec2 ic2D = ivec2(2, 3);
40 layout(location = 8) in S2 s2;
42 layout(location = 0) out vec3 sc;
43 layout(location = 1) out float sf;
45 layout(binding = 0) uniform sampler2D arrayedSampler[5];
51 v = texture(s2D, c2D);
52 v = textureProj(s3D, c4D);
53 v = textureLod(s2DArray, c3D, 1.2);
54 v = texelFetch(s3D, ic3D, ic1D);
55 f = textureLodOffset(s2DShadow, c3D, c1D, ic2D);
56 v = textureProjLodOffset(s2D, c3D, c1D, ic2D);
57 v = textureGrad(sCube, c3D, c3D, c3D);
58 f = textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ic2D);
59 v = textureProjGrad(s3D, c4D, c3D, c3D);
60 v = textureProjGradOffset(s2D, c3D, c2D, c2D, ic2D);
63 iv = texture(is2D, c2D);
64 iv = textureProjOffset(is2D, c4D, ic2D);
65 iv = textureProjLod(is2D, c3D, c1D);
66 iv = textureProjGrad(is2D, c3D, c2D, c2D);
67 iv = texture(is3D, c3D, 4.2);
68 iv = textureLod(isCube, c3D, c1D);
69 iv = texelFetch(is2DArray, ic3D, ic1D);
71 iv.xy = textureSize(sCubeShadow, 2);
76 textureOffset(s2DShadow, c3D, ivec2(-8, 7), c1D);